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During a Treasure Trail, a coordinate clue is a clue scroll that contains a set of coordinates. Much like the real-world longitude & latitude geographic coordinate system, coordinates in RuneScape indicate a precise point somewhere on the surface where the next clue scroll, or potentially the treasure casket, is buried. Coordinate clues will only appear in Treasure Trails of medium or hard difficulty. The coordinates are presented in the following format:

00 degrees 00 minutes north/south00 degrees 00 minutes east/west

In RuneScape, one square of space is roughly equivalent to two minutes (exactly 1.875 minutes). As there are sixty minutes in a degree, each degree is roughly equivalent to thirty-two squares. (Note: The above location is the exact centre of the Observatory and is not actually a coordinate clue location.)

After receiving a coordinate clue, players must locate the exact position (more precisely, the exact square) that the clue scroll indicates, using a chart, sextant and watch. Players can get these by going to the Observatory, talking to the professor. Brother Kojo, in the Clock Tower, gives the player a watch. The sextant can be collected from Murphy in the docks of Port Khazard. Then talk to the professor again. On that point, the next clue, or the treasure casket if the Treasure Trail is complete, can be dug up with a spade or using meerkats - a toolbelt spade can be used by right-clicking the clue scroll and selecting Dig. Coordinate clues may take players all over RuneScape, to nearly any geographic region in the game (including the deepest levels of the Wilderness), although coordinate clues will never point players underground or into dungeons or buildings.

For hard Treasure Trails, digging on the correct spot will cause a level 70 Zamorak wizard (in the Wilderness) or a level 98 Saradomin wizard (everywhere else) to appear, which must be defeated before the next clue scroll or the treasure casket may be dug up. Zamorak wizards use only magic, attacking with Flames of Zamorak. The Saradomin wizard uses melee and Saradomin Strike, the former of which can inflict poison. The wizards are weak against arrows so it is advisable to bring a good bow and ranged armour. Players who use the special ability of meerkats to dig for the scroll or casket will receive it mitigating the need to fight a Zamorak wizard.

Following is a list of all known coordinate clues and their corresponding locations. The list is organised into ascending numerical value (for example, 00:00 north first, then 00:05 south, then 00:13 north, continuing accordingly). Shorthand writing is used together with normal writing. An example: 09.34N; 25.12E = 09 degrees and 34 minutes north, 25 degrees and 12 minutes east.

You must have a chart, watch and spade either in your toolbelt or inventory in order to complete a coordinate clue.

Note that some of the clues may require skill or quest requirements before you will be able to get to that location. This may be frustrating for some players, and they will drop the clue scroll. So, in order to do every Hard coordinate scroll, Regicide, Legend's Quest, Nature Spirit, The Grand Tree and Watchtower must be done or partially completed to do the coordinates. Note that some coordinates will need a skill level to do, though the required stat is low.

In Tirannwn, dig by the western spawn point of the roving elves southeast of the catapult, near the Tyras Camp. Watch out for the stick trap. Port Tyras is accessible via the charter network if the player wishes to avoid walking long distances. Using the Tirannwn lodestone is also a quick way to get there.

Fastest way is to Teleport using Tirannwn Quiver to Eluned. Which may directly teleport you to the location. However, this is all depending on Eluned's current location.

From Tyras Camp: go north past the dense forest, walk a few steps east and go south past the stick traps.

From Lletya: go out of the city, past the trip wire, south over the leaf trap, past the elf tracker, west through the dense forest, over a second trip wire, north through another dense forest, then west and south past the stick trap.

From Lodestone: west through the dense forest, past a trip wire, north through another dense forest, then west and south past the stick trap.

In the hunter area southwest of the Elf Camp, past a stick trap, dig by the north-east edge of the pond.

From Lletya: Pass the tree, go west across the tripwire, continue west through the dense forest, continuing west past the Elf musician. Turn north and up the path to Prifddinas. Before the bridge and the water, head west through the dense forest. Then keep going west past the leaves pitfall trap, then south-west past a stick trap.

From Port Tyras: Go north through dense forest then east; go south through dense forest; step over tripwire; go east through the dense forest then north-west for quite a while; jump leaves. Finally, continue west till you arrive at a elven lamp next to mushrooms. Head south down the small path to the pond. Pass the stick trap and dig by the north-east edge of the pond.

From the Tirannwn lodestone: Go northwest until reaching a leaf trap, jump it and continue north until reaching a red mushroom patch. Turn west and pass the stick trap.

This clue can be annoying due to the frequency of activating the stick traps, which deal 300-400 damage. There is a better success rate of passing the trap by turning off run and walking past the trap.

It's recommended to follow the map from Regicide in order to not get lost.

Duel Arena in combat area. You will need to duel another player to get to this spot. Make sure that the Obstacles option is off. You cannot bring any familiar (you cannot enable Summoning, otherwise you end up in another arena) into the arena.

In the Ogre City. You must have started the Watchtower quest to gain access. After crossing the fourth bridge, stand next to the tree there and dig. Note: First time crossing you need 20gp and a rock cake.

On the island where Gorad is located. From Castle Wars, go southeast around Jiggig then southeast along the coast. South of the southwestern corner of Gu'Tanoth is a round pit cave entrance, marked on the mini-map, enter and you will end up on the island. Dig on the east side of the island, near a spear wall. Alternately, the fairy ring A•L•P (after partial completion of Fairy Tale III - Orks Rift) brings you to under Gu'Tanoth, exiting this cave leaves you west of Gu'Tanoth, leaving a short run south-east to the cave entrance. Without Orks Rift, you can use fairy ring A•K•S and run north.

Alternatively you can use the Yanille lodestone and run south-east then west around Gu'Tanoth to get to the cave.

Outside the east wall of the Ship yard building with G.L.O. Caranock, use the gnome glider and dig directly by the window. The Gnome Glider or fairy rings can be used as a quick way of getting here. Entering the Yard requires the player to speak the password (Ka, Lu, Min) which is obtained during The Grand Tree quest. Fairy ring code d•k•p and run southeast; take gnome glider; or charter ship to Shipyard.

In Mort Myre swamps, over Nature Spirit's grotto, dig to the north of the grotto tree.Warning: Druid pouches are recommended, because ghasts may rot your food.
If you have done enough temple trekking, you can toggle the ability to teleport to the grotto directly from the gate to Mort Myre at Paterdomus (near fairy ring C•K•S). Fetch casket scroll will NOT work here; attempting to do so will give the message: "You cannot use this scroll here, you are in a Summoning-free zone."

Another fairy ring (code B•K•R) will take you deeper into Mort Myre, then just run southward until you get to the grotto.

In the middle of the Kharazi Jungle, two steps south of the water pool. Remember to bring Radimus notes if you have not finished Legends' Quest. Use the fairy ring with code C•K•R and run south to enter the jungle.

South-west of B•K•R fairy ring (more precisely WSW) and slightly north-east of the fishing spot (the one just south-west of the word Morytania on the map), in the centre of Mort Myre swamp. Dig between the farthest east and middle logs.Warning: Bring druid pouches to prevent Ghasts from rotting your food.

In the south-west corner of the Kharazi Jungle on Karamja. Dig north of a skeletal corpse. Remember to bring a hatchet and a machete (and your Radimus notes if you have not finished Legends' Quest) to cut through the jungle.

Coordinates

Shorthand

Requirements

Fight

08 degrees 33 minutes north,

01 degrees 39 minutes west

08.33N,

01.39W

None

Image

Location notes

At Tree Gnome Stronghold, in the south-west section you'll find a bridge, and a pen containing Terrorbirds. Open the gate by them and go to the edge of the river as far east as you can and dig there.

At the Bandit Camp in level 22 Wilderness, dig south of the most northern lake in the northern-east corner, near the Giant rats. NOTE: Since the December 2011 Wilderness graphical update, this exact coordinate is covered by a wall. Digging one pace east of the northern point of that wall should yield your casket or scroll. The Bandit camp is a very hostile area; there are level 118 Bandit Brawlers, who will attack players on sight if they are not skulled. They can use highly damaging abilities, including stuns and binds, and can quickly take down even a well-equipped player in seconds. It is highly recommended that the player have Mr Ex skull them in Edgeville or have an augmented item with the Committed perk equipped before proceeding inside.

Level 35 wilderness just a little south-east of the Southern side of Red Dragon Isle by some Chaos Dwarves, you should see 4 large cave like objects. Dig almost directly in the centre of them. This place is easily accessible via the canoe system, just keep heading east from your point of arrival.

In level 36 wilderness, just north of a small lake by some moss giants. This can be difficult because of the nearby moss giants and skeletons. The wilderness canoe exit is a quick way to get here. If you start just west of the westernmost tip of the lake, walk 9 paces north and dig.

At Demonic ruins level 47 Wilderness, middle of north-east room. Dig on the north-east pentagram, near one of the Burnt bones spawns. Make sure you have ground decorations turned on, or you won't be able to see the pentagrams. Warning: This area is a known hot-spot for player killers.

Inside the Rogues' Castle in level 53 wilderness, just north of the north-west tower.Warning: The Chaos Elemental lurks near the tower, and can hit very hard from all three corners of the combat triangle. In addition, the area has at times been a popular hot-spot for player killers.